Convert mission scripts to world coords.
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@@ -169,7 +169,7 @@ namespace OpenRA.Mods.RA.Missions
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{
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if (yak == null || (yak != null && !yak.IsDead() && (yak.GetCurrentActivity() is FlyCircle || yak.IsIdle)))
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{
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var alliedUnitsNearYakPoint = world.FindAliveCombatantActorsInCircle(yakAttackPoint.CenterLocation, 10)
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var alliedUnitsNearYakPoint = world.FindAliveCombatantActorsInCircle(yakAttackPoint.CenterPosition, WRange.FromCells(10))
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.Where(a => a.Owner != soviets && a.HasTrait<IMove>() && a != tanya && a != einstein && a != engineer);
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if (alliedUnitsNearYakPoint.Any())
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YakStrafe(alliedUnitsNearYakPoint);
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@@ -240,7 +240,7 @@ namespace OpenRA.Mods.RA.Missions
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world.AddFrameEndTask(w =>
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{
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if (!w.FindAliveCombatantActorsInBox(alliedBaseTopLeft.ToPPos(), alliedBaseBottomRight.ToPPos())
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if (!w.FindAliveCombatantActorsInBox(alliedBaseTopLeft, alliedBaseBottomRight)
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.Any(a => (a.Owner == allies || a.Owner == allies2) && (a.HasTrait<Building>() && !a.HasTrait<Wall>()) || a.HasTrait<BaseBuilding>()))
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{
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maintainPresence.Status = ObjectiveStatus.Failed;
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@@ -299,7 +299,7 @@ namespace OpenRA.Mods.RA.Missions
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void ManageSovietUnits()
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{
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var units = world.FindAliveCombatantActorsInCircle(sovietRallyPoint.CenterLocation, 10)
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var units = world.FindAliveCombatantActorsInCircle(sovietRallyPoint.CenterPosition, WRange.FromCells(10))
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.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets)
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.Except(world.WorldActor.Trait<SpawnMapActors>().Actors.Values);
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if (units.Count() >= SovietGroupSize)
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@@ -383,22 +383,22 @@ namespace OpenRA.Mods.RA.Missions
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bool AlliesNearTown()
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{
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return world.FindAliveCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange)
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return world.FindAliveCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange))
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.Any(a => a.Owner == allies1 && a.HasTrait<IMove>());
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}
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void TransferTownUnitsToAllies()
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{
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foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange)
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foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange))
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.Where(a => a.HasTrait<Mobile>()))
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unit.ChangeOwner(allies1);
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}
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void SovietsAttackTown()
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{
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var sovietAttackUnits = world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint1.CenterLocation, SovietTownAttackGroupRange)
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.Union(world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint2.CenterLocation, SovietTownAttackGroupRange))
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.Union(world.FindAliveCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange))
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var sovietAttackUnits = world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint1.CenterPosition, WRange.FromCells(SovietTownAttackGroupRange))
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.Union(world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint2.CenterPosition, WRange.FromCells(SovietTownAttackGroupRange)))
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.Union(world.FindAliveCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange)))
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.Where(a => a.HasTrait<IMove>() && a.Owner == soviets);
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foreach (var unit in sovietAttackUnits)
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